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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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Bake material data into textures for Unity physics meshes
Physics meshes are used in almost every 3d game. It is also very common that we want to know the different materials of the physics object for spawning certain impact effects. In this post will showcase how to optimize a physics mesh and keep material data in Unity as a texture.

Your first remeshing in 3ds Max
In this post we'll introduce how to use the Simplygon plugin for 3ds Max and use it to remesh a very high poly model.

How to remesh your house with Simplygon
There are many objects which have different types of materials; both transparent and opaque. Remeshing these with Simplygon requires extra care if one wants to preserve the transparency. In this example are going to optimize a house with glass windows, a quite common asset in many games.

What's new in Simplygon 9.2
In Simplygon 9.2, we have lots of new features for you to explore! With improved logging and a more extensive scene validation it is easier to detect and solve potential issues in your content. For those of you using 3ds Max we added support for morph targets, a set of new material nodes and Max 2022 support. Last but not least, 3ds Max and Maya plugins are now open sourced on GitHub!

Visibility culling via 3ds Max's user interface
In many games the players movement is restricted to a certain volume, that means some object will only be visible from certain angles. That is where optimization through visibility culling comes in. In this post we'll show how to use it in 3ds Max.

Remeshing interior design assets in 3ds Max
In this post we will create a proxy for an interior design asset using the 3ds Max Simplygon plugin. We will both use the basic remeshing with material baking template but also the advanced remeshing template to unlock some advanced optimization settings.

Create a Blender Add-on for your Simplygon pipeline
In this post we will take the script created in previous blog post and turn it into a simple Blender Add-on with a basic user interface. That allows us to easily share it and makes it easy to use for non-programmers.

Customer Story: How Simplygon enables large scale optimization in Flight Simulator
The Flight Simulator game is in many aspects very complex from a rendering and data perspective in comparison with other games. The vast view distances, the detailed landmarks and the whole world as playable area makes the asset optimization strategy a very important part of the game production.

Use shading network to recreate normal maps
This example show how you can use shading networks to recreate a normal map that had it's blue channel removed.

Custom material casting using mapping image
In this example we'll show how you can use the mapping image directly to do a custom material casting.

Use geometry data caster to change materials on a remeshed asset
In this example we'll show how you can use geometry data casting to change materials on a remeshed asset in runtime.

Automating Simplygon workflow in UE4 using Python
The following article covers the basic of how to automate your Simplygon driven content pipeline using python in UE4
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